//Locates the next number on the config list //Creates a prefab tile of that value, in the position from the array public void SetUpTiles() { int zeroadj = 1; for (int i = 0; i < 9; ++i) { int tileVal = config[i]; if (tileVal > 0) { GameObject newTile = Instantiate(prefabTiles[tileVal - zeroadj], availableTilePos[i], Quaternion.identity) as GameObject; TileScript newTileScript = newTile.GetComponent <TileScript>(); newTileScript.Init(this.gameObject); myTiles.Add(newTile); } } }
//Start // Use this for initialization void Start() { gameState = GameState.Overworld; randomEcountersOn = true;//Depending on the area. Maybe a scene database indicating whether true or false?. //Initialization of Objects cam_T = GameObject.FindGameObjectWithTag("CamTarget").GetComponent <Transform>(); playerController = GameObject.FindGameObjectWithTag("Player").GetComponent <OWPlayerController>(); battleUI = GameObject.FindGameObjectWithTag("UI").GetComponent <BattleUI>(); soundPlayer = gameObject.GetComponent <SoundPlayer>(); tileScript = GameObject.FindGameObjectWithTag("TileManager").GetComponent <TileScript>(); tileScript.Init(); battlefield = GameObject.FindGameObjectWithTag("Battlefield").GetComponent <Transform>(); //Databases. charStats = GetComponent <CharacterStats>(); attackInfo = GetComponent <AttackInfoManager>(); //General Info //Placeholder Character Creation charStats.CreateCharacterStats("Player", 0, 1, 10, 12, 5, 3, 2, 4); //PLACHEOLDER; charStats.SetTileOccupied("Player", 0, new Vector2(3, 4), tileScript.yTiles); charStats.CreateCharacterStats("Enemy", 0, 4, 70, 12, 5, 3, 2, 4); //PLACHEOLDER; charStats.SetTileOccupied("Enemy", 0, new Vector2(2, 2), tileScript.yTiles); //Create a cursor for Formation Movement GameObject objCursor; objCursor = Instantiate(cursor); selectedTileIndicator = objCursor.GetComponent <Transform>(); selectedTileIndicator.gameObject.SetActive(false); //For Movement Limit calculations tileVectorSize.x = tileScript.xTiles; tileVectorSize.y = tileScript.yTiles; tileAmount = tileScript.tileAmount - 1; selectionLimit[0] = new Vector2(tileVectorSize.x / 2, 0); selectionLimit[1] = new Vector2(tileVectorSize.x, tileVectorSize.y); selectionLimit[2] = new Vector2(0, 0); selectionLimit[3] = new Vector2(tileVectorSize.x / 2, tileVectorSize.y); //MoveFormation(0, charControl[0].tile); //PLACEHOLDER battleUI.Init(); }
// Use this for initialization private void Start() { int i, j; GameObject tileObject = Resources.Load("InGame/Tile", typeof(GameObject)) as GameObject; for (i = 0; i < MAX_ROW_COUNT; i++) { for (j = 0; j < MAX_COL_COUNT; j++) { GameObject tileObjectClone = (GameObject)Instantiate(tileObject); tileObjectClone.name = "Tile(" + i + "," + j + ")"; TileScript tileScript = tileObjectClone.GetComponent <TileScript>(); tileScript.Init(i, j, new TileStatus()); mTiles[i, j] = tileScript; } } BlownUpStatus[,] blownUpStatusTemp = new BlownUpStatus[MAX_ROW_COUNT, MAX_COL_COUNT]; BlownUpStatus.Construct(blownUpStatusTemp); while (CheckBlowUpTiles(blownUpStatusTemp)) { for (i = 0; i < MAX_ROW_COUNT; i++) { for (j = 0; j < MAX_COL_COUNT; j++) { mTiles[i, j].SetTile(new TileStatus()); } } } mClickedTile = null; mIsSwapEnable = false; mIsReSwapNeeded = false; mIsEnemyActionDone = false; mIsBlownThisTurn = false; mTurn = 0; mBlownTileCount = 0; mBaseMP = 0; InGameUIManager.Instance.UpdateHP(UserManager.Instance.HP); InGameUIManager.Instance.UpdateMP(UserManager.Instance.MP); InGameUIManager.Instance.UpdateTurn(mTurn); }